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Adding a character shape parameter to clothing
marble said:
1) I shall revisit that Jay tutorial. I've probably watched it before but my memory is atrocious.
2) My initial question was really to do with the morphs included in the garment and how to add a shape - just like those listed in the screenshot (attached).
Yea, that's great!
3) I use the Darkside style which is a little harder to read than the others. I have adjusted the colours now so that I have a little more contrast in those boxes.
Looks better !
4) Should I be using that Delta Only option each time I adjust clothing with a morph imported by MLP?
Yes, as long as you export an 'existing single morph' for fixing, use 'Reverse Deformations : Yes' + 'Overwrite Existing: Delta Only' when importing with MLP.
When you create a single dial of your character, normally - 'Reverse Deformations : No' + 'Overwrite Existing: Make Unique' ...
Applying SY Ultra Templates for Genesis 9...to Genesis 9 clothingIs this possible? the genesis 9 templates [in SY Ultra Templates for Genesis 9] include a lot of morph additions when converting from g8 to g9. is it possible to add those morphs to outfits that are already g9?
Adding a character shape parameter to clothing1) I shall revisit that Jay tutorial. I've probably watched it before but my memory is atrocious.
2) My initial question was really to do with the morphs included in the garment and how to add a shape - just like those listed in the screenshot (attached).
3) I use the Darkside style which is a little harder to read than the others. I have adjusted the colours now so that I have a little more contrast in those boxes.
4) Should I be using that Delta Only option each time I adjust clothing with a morph imported by MLP?
DAZ Horse 3 - will there actually be any support this time?Catherine3678ab said:
Keep an eye out for something from DesignAnvil ;-) Teaser posted over at DA :-)
Bunch of new horse stuff! Yayy!
https://www.daz3d.com/da-ultimate-shape-pack-for-horse-3--breedshttps://www.daz3d.com/the-da-daz-horse-3-pro-material-set
https://www.daz3d.com/da-ultimate-morph-pack-for-daz-horse-3
Adding a character shape parameter to clothingmarble said:
crosswind said:
marble said:
Ok, thanks although I think I need to dig a little deeper into your answer as there are bits beyond my present understanding.
The character morph I have is the result of a playing with numerous morph dials so I don't have a single parameter to dial-in to change to that shape. I believe it is possible to do that - is that what you are suggesting? I saved my character as a scene subset.
By "fix the FBM" do you mean the process of exporting to Blender and using the Edit/Sculp tools to make it fit nicely? I then re-import it to the original garment using Morph Loader Pro. That creates a morph but I am not sure that's the same thing as FBM, is it (I wish I had a better understanding of these DAZ terms - what on earth is a pJCM??).
Thanks also for the tip on the free scripts - I'll take a look. It was already on my to-do list to scroll through all the Casual scripts too - I bet he has one.
OK, I got it ~ there's no single dial of Full Body Morph (FBM) and Full Head Morph (FHM) of your character, but still you will find lots of 'morph dials' in the hidden properties of the clothing, and most of them shoud be Partial Body Morphs (PBMs) or Partial Head Morphs (PHMs, esp. on headwear etc.) or sth. like those...
In fact you may create single dials of FBMs and FHMs with ERC Freeze for you characters, just like what PAs (who make character products) do. That turns out to be a pretty optimal and clean way, and you still can save it as a Scene Subset or a Character preset.As for 'Fix the FBM' and the process you mentioned, yes, that was what I meant. If you have a single dial of FBM of your character, there'll be a hidden FBM on the clothing, you export the figure + clothing as obj to Blender, sculpt the clothing well with the best fitting result, then export the clothing to obj and import it back to DS 'as a delta' with Morph Loader Pro, so as to 'overwrite' the hidden FBM on the clothing. That's a typical process of 'Fixing FBM' for a piece of clothing.
pJCMs - Pose JCMs which means JCMs triggered by a Pose. You must've known JCMs (Joint Corrective Morphs) --- when a figure's joints rotate (Bend, Twist, Side-Side), the relevant partial body morphs could be automatically corrected by pJCMs (hidden morph dials as well).
All these pJCMs from the figure will be also injected on the clothing. So, for instance, if the figure's upper arms bend, you need to check if the pJCMs around the armholes of the clothing are correct or not. If there're some distortions, you have to fix them. More or less, the process is as same as fixing an FBM.Yes, I thought that (create a single dial) was possible although I am not familiar with the process (ERC Freeze, etc.). Maybe there's a tutorial somewhere.
I do know what JCMs are but I had not heard of pJCMs. Still not sure what the difference is, TBH. A pose is just moving the joints/bones isn't it?
I have seen all those hidden parameters in the clothing - they do a good job of hiding them because, in my viewport, I can't read the labels with highlighting each individual parameter.
Not sure what the Morph Loader Pro "delta" is but I usually say "Yes" to Reverse Deformations - is that what you mean?
1) Yea, Jay ever made a tutorial - how to create 'a single dial' - : https://www.youtube.com/watch?v=mZ1TOAqIzeU&t=323s
2) pJCMs and eJCMs (Expression JCMs) are just the naming convention of those 'hidden corrective morphs' (as SS 1 - 2 down below) The former is driven by poses, the latter by expressions,
3) Oh, for better reading, I think you may tweak the color in menu: Windows - Style - Customize Style...
4) Yes, Delta (or Delta Only) is one of the options of 'Overwrite Existing' in Morph Loader Pro dialogue box. Normally we export a pJCM for fixing, we just make a 'delta' change on the morph with sculpting tools in ZB or Blender, then update the pJCM on the figure or garment with this 'Delta'. (SS - 3)
5) A table of frequently-used abbreviations... (SS - 4)
Adding a character shape parameter to clothingcrosswind said:
marble said:
Ok, thanks although I think I need to dig a little deeper into your answer as there are bits beyond my present understanding.
The character morph I have is the result of a playing with numerous morph dials so I don't have a single parameter to dial-in to change to that shape. I believe it is possible to do that - is that what you are suggesting? I saved my character as a scene subset.
By "fix the FBM" do you mean the process of exporting to Blender and using the Edit/Sculp tools to make it fit nicely? I then re-import it to the original garment using Morph Loader Pro. That creates a morph but I am not sure that's the same thing as FBM, is it (I wish I had a better understanding of these DAZ terms - what on earth is a pJCM??).
Thanks also for the tip on the free scripts - I'll take a look. It was already on my to-do list to scroll through all the Casual scripts too - I bet he has one.
OK, I got it ~ there's no single dial of Full Body Morph (FBM) and Full Head Morph (FHM) of your character, but still you will find lots of 'morph dials' in the hidden properties of the clothing, and most of them shoud be Partial Body Morphs (PBMs) or Partial Head Morphs (PHMs, esp. on headwear etc.) or sth. like those...
In fact you may create single dials of FBMs and FHMs with ERC Freeze for you characters, just like what PAs (who make character products) do. That turns out to be a pretty optimal and clean way, and you still can save it as a Scene Subset or a Character preset.As for 'Fix the FBM' and the process you mentioned, yes, that was what I meant. If you have a single dial of FBM of your character, there'll be a hidden FBM on the clothing, you export the figure + clothing as obj to Blender, sculpt the clothing well with the best fitting result, then export the clothing to obj and import it back to DS 'as a delta' with Morph Loader Pro, so as to 'overwrite' the hidden FBM on the clothing. That's a typical process of 'Fixing FBM' for a piece of clothing.
pJCMs - Pose JCMs which means JCMs triggered by a Pose. You must've known JCMs (Joint Corrective Morphs) --- when a figure's joints rotate (Bend, Twist, Side-Side), the relevant partial body morphs could be automatically corrected by pJCMs (hidden morph dials as well).
All these pJCMs from the figure will be also injected on the clothing. So, for instance, if the figure's upper arms bend, you need to check if the pJCMs around the armholes of the clothing are correct or not. If there're some distortions, you have to fix them. More or less, the process is as same as fixing an FBM.Yes, I thought that (create a single dial) was possible although I am not familiar with the process (ERC Freeze, etc.). Maybe there's a tutorial somewhere.
I do know what JCMs are but I had not heard of pJCMs. Still not sure what the difference is, TBH. A pose is just moving the joints/bones isn't it?
I have seen all those hidden parameters in the clothing - they do a good job of hiding them because, in my viewport, I can't read the labels with highlighting each individual parameter.
Not sure what the Morph Loader Pro "delta" is but I usually say "Yes" to Reverse Deformations - is that what you mean?
Adding a character shape parameter to clothingmarble said:
Ok, thanks although I think I need to dig a little deeper into your answer as there are bits beyond my present understanding.
The character morph I have is the result of a playing with numerous morph dials so I don't have a single parameter to dial-in to change to that shape. I believe it is possible to do that - is that what you are suggesting? I saved my character as a scene subset.
By "fix the FBM" do you mean the process of exporting to Blender and using the Edit/Sculp tools to make it fit nicely? I then re-import it to the original garment using Morph Loader Pro. That creates a morph but I am not sure that's the same thing as FBM, is it (I wish I had a better understanding of these DAZ terms - what on earth is a pJCM??).
Thanks also for the tip on the free scripts - I'll take a look. It was already on my to-do list to scroll through all the Casual scripts too - I bet he has one.
OK, I got it ~ there's no single dial of Full Body Morph (FBM) and Full Head Morph (FHM) of your character, but still you will find lots of 'morph dials' in the hidden properties of the clothing, and most of them shoud be Partial Body Morphs (PBMs) or Partial Head Morphs (PHMs, esp. on headwear etc.) or sth. like those...
In fact you may create single dials of FBMs and FHMs with ERC Freeze for you characters, just like what PAs (who make character products) do. That turns out to be a pretty optimal and clean way, and you still can save it as a Scene Subset or a Character preset.As for 'Fix the FBM' and the process you mentioned, yes, that was what I meant. If you have a single dial of FBM of your character, there'll be a hidden FBM on the clothing, you export the figure + clothing as obj to Blender, sculpt the clothing well with the best fitting result, then export the clothing to obj and import it back to DS 'as a delta' with Morph Loader Pro, so as to 'overwrite' the hidden FBM on the clothing. That's a typical process of 'Fixing FBM' for a piece of clothing.
pJCMs - Pose JCMs which means JCMs triggered by a Pose. You must've known JCMs (Joint Corrective Morphs) --- when a figure's joints rotate (Bend, Twist, Side-Side), the relevant partial body morphs could be automatically corrected by pJCMs (hidden morph dials as well).
All these pJCMs from the figure will be also injected on the clothing. So, for instance, if the figure's upper arms bend, you need to check if the pJCMs around the armholes of the clothing are correct or not. If there're some distortions, you have to fix them. More or less, the process is as same as fixing an FBM.Adding a character shape parameter to clothingOk, thanks although I think I need to dig a little deeper into your answer as there are bits beyond my present understanding.
The character morph I have is the result of a playing with numerous morph dials so I don't have a single parameter to dial-in to change to that shape. I believe it is possible to do that - is that what you are suggesting? I saved my character as a scene subset.
By "fix the FBM" do you mean the process of exporting to Blender and using the Edit/Sculp tools to make it fit nicely? I then re-import it to the original garment using Morph Loader Pro. That creates a morph but I am not sure that's the same thing as FBM, is it (I wish I had a better understanding of these DAZ terms - what on earth is a pJCM??).
Thanks also for the tip on the free scripts - I'll take a look. It was already on my to-do list to scroll through all the Casual scripts too - I bet he has one.
Adding a character shape parameter to clothing@marble, I know you mention loving to spin the dials to create characters... Are you aware that if you select your Parameters Pane, Click the "Hamburger" Menu, choose Preferences>Show Hidden Properties, then with the Clothing Item Selected in the Scene Tab (and fitted to your figure), select Actor in the left side of the Parameters Pane, the "greyed out" dials to the right are the Projection Morphs that have been applied to the clothing, that make up your character morph and pertain to the clothing item (upper body morphs for a shirt, etc)... You can dial those even further or back them off, just for the clothing item. It's sure not a custom morph from Blender, but especially with G9 and there being no Fit Control available yet, I've been using the Projection Morph Manager product a ton (which just gives you a little easier interface to control these Projection Morphs without having to look at greyed out dials and with extended undo features). Between that, smoothing modifiers and adding dForce to absolutely anything that will handle it, I've been having a lot of fun with G9's and their clothing which anymore seem to come with no morphs at all.
Anyway, this isn't the exact solution you're looking for, but it's part way there at least letting you see your character's morphs which are already there in the fitted clothing and possibly do some adjustment without buying or exporting anything. I think that should be true for any clothing (or Hair for that matter) fitted to any Character who's morphs one way or another began from dial spinning. Might be worth looking at even just to see it and understand a little more about what's going on under the hood of a fitted tutu...
Adding a character shape parameter to clothingYes ~ as long as Auto Follow is checked in the property of your character full body morph / head morph, it'll be injected on the clothing the moment you dial it on the figure (or with auto-fit...) But in most cases, you still have to fix the FBM on the clothing especially with such a 'heavily-morphed' character. I use Blender as well and I rely on it very much for fixing all these morphs / pJCMs, etc. etc.
WelI I believe Shapes Injector can trigger / import FBMs on wearables all together, but there're some free scripts as well, for instance, some good scripts from a PA - MikeD : http://www.mikededes.com/category/3d-section/3d-gifts/free-scripts/
Adding a character shape parameter to clothingI notice that many clothing items come with in-built support for different DAZ characters. Is there a way to add one of my own morphed characters?
I know there is a script which I think might do that for me ( https://www.daz3d.com/shapesinjector ) and I have it wishlisted but I missed it a few days ago when it was on sale at a big discount ($5.99). It will probably be on sale again but, in the meantime, is there any way to do this manually for just a single character?
EDIT: on reading the product description for that script I'm not sure it will do what I want because it says:
ShapesInjector is a DAZ Studio script to speed up the process of setting all CTRL and FBM morphs for all supported characters
The problem is that my character is heavily morphed (heavy being the operative word here) so autofit produces some very ugly results with that inevitable cling under the breasts and heavy belly. I can morph the dress in Blender but I thought that having the shape injected into the dress might be a better option. Also those ugly results are obvious on any of my X-Large character shapes.
Simply speed-up complex scene loadingA while ago I posted a problem, I was having with excessively long load times for complex scenes. I got some interesting advice and so today (7/4/23 – our Nation’s birthday), I decided to get a few brews and build a simple speed-up solution. I’d appreciate any constructive advice from you guys. So, here’s the step by step of what I did.
1. I had three different Daz3D source file locations, so I merged them into a single folder called DAZ3D-Library. I found some duplicate files during the merge and kept the most recent.
2. I wrote a simple batch file called 01-TRANSFER-DFS-FILES-TO-MASTER.bat that moves all the dfs files from the DAZ3D-Library to a Master-DFS-Files folder retaining original directory structure.
3. As a test, in the DAZ Studio app I Included the DAZ3D-Library and the Master-DFS-Files folders in the DAZ Studio Formats setting. Under these conditions DAZ3D worked as before with all installed morphs etc. available for creating new scene content.
4. But I wanted to speed-up the load time for existing complex scenes. So I removed the Master-DFS-Files folder from the DAZ Studio Formats setting and replaced it with a new Current-DFS-Files folder that was initially empty.
5. I then had Daz Studio load a scene. Almost immediately Daz displayed a missing files window and stopped the load. I manually copied all the text from the missing files window into a text file, Missing-Files.txt and ran another simple batch file 02-COPY-REQUIRED-DFS-FILES-TO-CURRENT.bat that adds the missing dsf files to the Current-DFS-Files folder with the appropriate directory structure. I then allowed the load to continue which was successful.
6. I then did a quick comparison test by loading the same scene twice, once with all the dfs files (Master-DFS-Files) in the DAZ Studio Formats path and then with only the dfs files missing from the scene (Current-DFS-Files) in the path. Here are the results:
Test 1, all dfs file in path
Load time: 13 minutes
Scene size in memory: 18.8 GB
Warnings: duplicate formulas found
Test 2, current dfs files in path
Load time: 3 minutes - includes manual copy / current dfs generation
Scene size in memory: 12.2 GB
Warnings: none
BATCH FILES: (note my DAZ stuff’s on drive Q:)
01-TRANSFER-DFS-FILES-TO-MASTER.bat
echo on
rem Moves all dfs files to Master-DFS-Files folder retaining original directory structure.
q:
cd "\DAZ\00 DAZ 3D\Studio"
RoboCopy.exe "Q:\DAZ\00 DAZ 3D\Studio\DAZ3D-Library\." "Q:\DAZ\00 DAZ 3D\Studio\Master-DFS-Files\." *.dsf /MOV /FP /NP /IS /Z /E
Pause
02-COPY-REQUIRED-DFS-FILES-TO-CURRENT.bat
rem Clears Current-DFS-Files then populates it based on the files listed in the Missing-Files.txt document
echo Y|del "Q:\DAZ\00 DAZ 3D\Studio\Current-DFS-Files\*.*"
for /F "usebackq tokens=*" %%A in ("C:\Users\Settings\Desktop\Missing-Files.txt") do echo F|xcopy /S /Q /Y /F "Q:\DAZ\00 DAZ 3D\Studio\Master-DFS-Files%%A" "Q:\DAZ\00 DAZ 3D\Studio\Current-DFS-Files%%A"
pause
Well, that’s it for now, time for more beers. I’ll do more testing but so far so good. Let me know if this looks like I’m headed for disaster.
Custom morphs in DAZ do never show up in the parameters tab - Please helpBejaymac said:
This is one of those situations where lack of knowledge in the community tends to bite people on the ass.
Lack of knowledge and shared knowledge I might add. Because finding useful information on this topic isn't exactly easy, it also doesn't help that many shown links towards the Daz3D documentation direct you to either empty pages or just brief summaries. And I'm not someone who already stops looking after 2 pages on Bing or Google ;)
In this instance saving as a scene/subset isn't a good idea either, as the asset data will either be saved in the DUF file, or into the "data/auto_adapted" folder, and that can get messy to deal with.
Well, I have other experiences there. After I discovered the above I saved several assets as subsets, brought those into my new scenes and then autofitted them to the intended character; worked like a charm, and I also had access to the morph. However, very important detail: I made sure to export/save the morph first.
If you plan on "keeping" the autofitted asset, then the best thing to do is to save it as a new asset, using "File > Save As > Support Assets > Figure/Prop Asset", before you start doing any work to it.
Agreed, that is the better solution.
Another solution which I started to use is re-doing the morph, but this time on an "untainted" asset, ZBrush is very useful for this because you don't have to "GoZ" full figures 'back' but can also tell it to focus on just one "sub tool" (= ZBrush terminology; refers to one part of the figure).
Thank you very much for sharing your experiences on this, it's much appreciated! I'm actually playing with the idea to roll my experiences up in a morphing guide and when I do you can be sure I'll be referencing you as well (I strongly believe in 'credit where credits due').
Confuse! My morph acts unexpectedlyJames said:
Here it is.
Use it on G9 Figure.
@barbult
Doesn't seems so
@Catherine3678ab
Thank you.
Have you made cloth with G9 and create a morph for a certain figure?Yes but not with MD.
eta: https://www.daz3d.com/forums/discussion/597726/genesis-9-clothing-questions-answers
There are some differences for G9, some nifty clothing tools were added to D/S as well, so consider combing through the above link. Mada started the thread and does provide some guidance in there for us :-)
...................
In making any type of replacement morph, there are a few things to remember: D/S will only accept ONE name for ONE morph. A second morph with the same name will be ignored. So in making FBMs for example, the generated one is not a saved morph so that can be 'renamed' on the fly, and your preferred new morph named appropriately to replace it. IF for whatever reason the generated morph was saved, then it must renamed and saved before creating the new morph OR if you're into the method of changing an existing morph and resaving that on the fly, same idea. {not my preferred method}
Also when making morphs, it doesn't hurt to remove the clothing from the scene and load in a fresh copy to continue working with -- to make certain that the morphs are saved as desired etc before moving on.
Remember to zero morphs before saving them.
And ... when dialing out of the figure the character shape, and if then the clothing looks real silly -- select the clothing and check that all the morphs were zeroed. The generated morph might be dialed to -100% or so even if it was renamed -- there's an awful lot of calculations that the program does in the background ;-)
Crosswind was able to replicate what the problem you encountered was and provided good guidance. After taking a break, come back to reread through it. Something should 'click' for you soon enough.
Confuse! My morph acts unexpectedlyJames said:
Since you pointed about the dforce saved simulation result on my hijab.
I made the correction. By hitting the clear button on the simulation pane.
And save it again.
But it didn't work for me.I've already shown the right way and steps above: - clear > export > import > Refit with Transfer Utility > Save figure asset...
Then...
I see something.
Here's the differenceThe image number 3. Step 1-3
If you do that, the hijab will work only for Sarah.The reason why I used a character morph was just because I thought you did not use G9 Base figure, so I just replicated your case so as to reproduce the issue.
You must've known the best way to make a garment is always to use a Base figure other than a custom figure, no matter you're a user or a PA / author...That's the similar process as when I created the hijab for the base model only (with minor differences)
Every morphs, I made afteraward also works flawlessly. No complaint.
So the correct way you mentioned, I already applied it at the beginning.That was great if you've done so from very beginning !

The problem started when I wanted to make the hijab also work on different body,
by making morphs for the intended body. (Dforce simulation cleared as suggested)
for example:
Helena Body,
Sarah Body,
and so on body.Right, no problem for this process since you were creating FHMs / FBMs for the hijab to make it well fit on the figures you use.
Could you make the hijab that you have created for Sarah works on different body,
by making a morph, so it will work on multiple bodies?
Cos here's where I meet my problem.Nope~ extra work will be needed. I also have to go for the above process to make FHMs / FBMs on hijab as needed.
BTW, I recommend Mada's Daz University, you may watch her SOP and tips/tricks... though she nearly doesn't use MD but the process in DS is almost the same.
https://www.youtube.com/watch?v=Ii16tUmLzD8&list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF
Confuse! My morph acts unexpectedlySince you pointed about the dforce saved simulation result on my hijab.
I made the correction. By hitting the clear button on the simulation pane.
And save it again.
But it didn't work for me.Then...
I see something.
Here's the differenceThe image number 3. Step 1-3
If you do that, the hijab will work only for Sarah.
That's the similar process as when I created the hijab for the base model only (with minor differences)
Every morphs, I made afteraward also works flawlessly. No complaint.
So the correct way you mentioned, I already applied it at the beginning.The problem started when I wanted to make the hijab also work on different body,
by making morphs for the intended body. (Dforce simulation cleared as suggested)
for example:
Helena Body,
Sarah Body,
and so on body.
Could you make the hijab that you have created for Sarah works on different body,
by making a morph, so it will work on multiple bodies?
Cos here's where I meet my problem.
looking for specific detail morphs that i lost the files tohello!
recently my ssd crashed and i lost all my daz3d filesi'm still missing a couple morphs that i forgot the author of, it's a long shot but maybe someone here recognizes the morph names and can tell me who it is or what the products are called.
morph are for G8F and the names are as following:
arm toned
leg toned
back toned
armpits athletic
armpits raisedetail
abdomen StyleAthletic
abdomenStyleSofter
thanks in advance to anyone willing to help
Confuse! My morph acts unexpectedlyI did not use G9 Base, it is JS Sarah... I don't have Helena and your issue is irrelevant to the character morph.

You've not got the point yet... You 'Figure asset of Hijab saved with a dForced sim. result' won't work on any G9 base or character when you go for fixing morph with external application and import back as a delta morphs.

I made and converted lots of clothing w. or w/o dForce but never save Figure asset in that way, my PA friends (who make garments) don't do that either.... so suggest you go for the correct way.
Confuse! My morph acts unexpectedlyI see that you are using the base model.
Try using not the Base Model.
You see, I don't experience any problem with the hijab put on the base model.
It works as it should, with all the morphs imported using morph loader pro.
My problem starts to occur on a certain figure. In my case 'Helena'.
As I mentioned (or tried to explain), I was trying to make a morph to make the hijab looks correct on a certain figure.
I tried your solution - Clearing dforce.
So, I start again.
I put the hijab on base model.
Clear dforce.
Save as wearable.
Next,
I Load Helena figure
Put hijab on Helena.
Export it, fix it.
Import as a morph - Morp Loader Pro.
Doesn't work. It doesn't morph as sculpted.
As you can see the hijab on Helena has some minor issues on the back. Which I tried to fix, including smoothing the head area.Confuse! My morph acts unexpectedlyI reproduced the issue you met (SS 1-2), and still it came from that you saved the hijab figure with the dForced result. When Morph Loader Pro 'reversed deformations', the geometry (vertex positions) turned wrong.
So never save figure asset with 'dforce simulation result'. Correct way is shown in SS 3 - 4. (almost the same approach as I mentioned above...)
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